A new design for The Fall

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Mr. Teatime
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A new design for The Fall

Post by Mr. Teatime »

<strong>[Game -> Update]</strong>

<a href="http://www.the-fall.com/">The Fall's website</a> has undergone a graphical overhaul. There is some new information about the game: the <a href="http://www.the-fall.com/e/index.php?men ... em">battle system</a> and the <a href="http://www.the-fall.com/e/index.php?menu=lwa">Living World Architecture (LWA)</a> have their own sections. About the battle system:
<br>
<br><blockquote>The combat system is basically running in real-time. However, the battle can be halted manually whenever you want (via Space key) or through Auto-Pauses. And these Auto-Pause conditions can be set up in a separate menu. The battle can be paused automatically under the following circumstances:
<br>
<br>- Upon enemy encounter
<br>- Upon enemy attack
<br>- Upon hitting an enemy
<br>- After a player character's attack
<br>- After a party member got hit
<br>- Once a player character's HP is critical (<25%)
<br>- After a character fell unconscious
<br>- After a character got killed
<br>- If a character is waiting for new order
<br>- A character's ammo magazine being empty
<br>- A character running out of ammo clips
<br>- A character lacking ammo for current weapon
<br>- A character not having a secondary weapon
<br>- After an explosion occurred
<br>- After all PCs and enemies attacked once
<br>
<br>Of course, you can enable or disable as many Auto-Pause conditions as you want to keep maximum control over what's happening on the battlefield.</blockquote>
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<br>Sounds very like <a href="http://www.bioware.com/games/knights_ol ... ">KOTOR</a>. No comment.
<br>
<br>Now for the LWA:
<br>
<br><blockquote>After having worked on the LWA for more than one and a half year it is now possible to establish almost any kind of dependency between arbitrary objects in the game, no matter if it's characters, map objects, buildings, items or tools. The LWA also manages the general behaviour of the NPCs and the enemies of the player. Every single character has a set of activities he will follow depending on certain circumstances. Time plays an important role as an NPC has several tasks he can address during the day. And depending on their preferences characters will go to sleep in their bed or whatever resting place they have at night.
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<br>All these activities and behaviour patterns can be assigned individually, of course. One could create any imaginable setup, however, it is crucial that the tasks fit to the NPCs since they're extensively commenting on whatever challenge they're currently facing and their living conditions in general. And through aforementioned dependencies we can establish relationships between characters (love, hate, envy etc.) or model the preference for certain objects or hobbies - tech expert, gun fanatic or survival specialist to name a few.</blockquote>
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<br>This was the reason that made the <a href="http://www.piranha-bytes.com/gothic2/co ... >Gothic</a> games so good. I'm probably going to buy this game, despite having a few reservations.
ExtremeDrinker
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Post by ExtremeDrinker »

Actually, this is starting to look almost decent. It sounds like it's moving in a better direction than before, and it no longer looks like The Sims: Livin' Thunderdome.

It reminds me a bit of Gothic as well, and that is in my top 5 favorite games list, so I might have to check this game out as well.
Silver
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Post by Silver »

Let's hope they get us a demo orso...
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